#version 300 es

in vec2 a_position;
in vec2 a_texCoord;

uniform vec2 u_resolution;
uniform float u_flipY;

out vec2 v_texCoord;

void main(){
    vec2 zeroToOne = a_position/u_resolution;
    vec2 zeroToTwo = zeroToOne*2.0;
    vec2 clipSpace = zeroToTwo-1.0;
    gl_Position = vec4(clipSpace * vec2(1, u_flipY),0,1);
    v_texCoord = a_texCoord;
}